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Returning 35 results for 'behaves been diffusing chief reason'.
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behaves been diffusing chief region
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Steading of the Hill Giant Chief To send them off with every possible advantage, patrons outfit the characters with all standard items needed for both wilderness and dungeon exploration; and each
member of the party has likewise been given the finest horse available. Guides are available to help, and the party has a splendid map showing the exact location of the great timber fortress of the chief
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Steading of the Hill Giant Chief To send them off with every possible advantage, patrons outfit the characters with all standard items needed for both wilderness and dungeon exploration; and each
member of the party has likewise been given the finest horse available. Guides are available to help, and the party has a splendid map showing the exact location of the great timber fortress of the chief
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
Steading of the Hill Giant Chief To send them off with every possible advantage, patrons outfit the characters with all standard items needed for both wilderness and dungeon exploration; and each
member of the party has likewise been given the finest horse available. Guides are available to help, and the party has a splendid map showing the exact location of the great timber fortress of the chief
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Alignment A monster's alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Alignment A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Alignment A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
Alignment A monster’s alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Alignment A monster's alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Alignment A monster's alignment provides a clue to its disposition and how it behaves in a roleplaying or combat situation. For example, a chaotic evil monster might be difficult to reason with and
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Triboar The town of Triboar stands where the Long Road meets the Evermoor Way, a well-used caravan road that runs east to the city of Yartar. Triboar is the chief rival to Yartar, and the two
cultists on the Long Road. They are currently held in area W6 of the Weeping Colossus.) Reason to Visit. Any Harper can readily find refuge and aid in the Home of the Boars, a lodge on the outskirts
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Triboar The town of Triboar stands where the Long Road meets the Evermoor Way, a well-used caravan road that runs east to the city of Yartar. Triboar is the chief rival to Yartar, and the two
cultists on the Long Road. They are currently held in area W6 of the Weeping Colossus.) Reason to Visit. Any Harper can readily find refuge and aid in the Home of the Boars, a lodge on the outskirts
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
Triboar The town of Triboar stands where the Long Road meets the Evermoor Way, a well-used caravan road that runs east to the city of Yartar. Triboar is the chief rival to Yartar, and the two
cultists on the Long Road. They are currently held in area W6 of the Weeping Colossus.) Reason to Visit. Any Harper can readily find refuge and aid in the Home of the Boars, a lodge on the outskirts
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
constantly wary of betrayal. The only allies it considers relatively safe are individuals that it (or its predecessor) has worked with for years, and most of these are creatures it has no reason to fear
enemies at the same time, and it literally sleeps with its eyes open. The only real threat to the Xanathar’s rule is another beholder, which speaks to the reason why the Xanathar Guild has been led by a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
constantly wary of betrayal. The only allies it considers relatively safe are individuals that it (or its predecessor) has worked with for years, and most of these are creatures it has no reason to fear
enemies at the same time, and it literally sleeps with its eyes open. The only real threat to the Xanathar’s rule is another beholder, which speaks to the reason why the Xanathar Guild has been led by a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
constantly wary of betrayal. The only allies it considers relatively safe are individuals that it (or its predecessor) has worked with for years, and most of these are creatures it has no reason to fear
enemies at the same time, and it literally sleeps with its eyes open. The only real threat to the Xanathar’s rule is another beholder, which speaks to the reason why the Xanathar Guild has been led by a
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their emotions and instincts rather than out of reason and logic. Only certain charismatic orcs, those who have been directly touched by the will and might of Gruumsh, have the capacity to control the
chosen by Ilneval and are groomed to serve as blades of Ilneval. These individuals are battle captains that follow the orders of the tribe’s chief, leading a portion of the tribe’s warriors into the thick
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their emotions and instincts rather than out of reason and logic. Only certain charismatic orcs, those who have been directly touched by the will and might of Gruumsh, have the capacity to control the
chosen by Ilneval and are groomed to serve as blades of Ilneval. These individuals are battle captains that follow the orders of the tribe’s chief, leading a portion of the tribe’s warriors into the thick
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
inspire some youngsters to take such risks. Whatever the reason, from time to time a halfling feels the call of adventure and sets off with a walking staff, a satchel, and a few biscuits. The first
, they live a hard life under their chief, eking out a savage existence by hunting, foraging, and raiding. Outside their tribe, halflings are mistrusting, cynical, and often paranoid, since they think that all other races are as fond of devouring humanoids as they are.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
inspire some youngsters to take such risks. Whatever the reason, from time to time a halfling feels the call of adventure and sets off with a walking staff, a satchel, and a few biscuits. The first
, they live a hard life under their chief, eking out a savage existence by hunting, foraging, and raiding. Outside their tribe, halflings are mistrusting, cynical, and often paranoid, since they think that all other races are as fond of devouring humanoids as they are.
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
inspire some youngsters to take such risks. Whatever the reason, from time to time a halfling feels the call of adventure and sets off with a walking staff, a satchel, and a few biscuits. The first
, they live a hard life under their chief, eking out a savage existence by hunting, foraging, and raiding. Outside their tribe, halflings are mistrusting, cynical, and often paranoid, since they think that all other races are as fond of devouring humanoids as they are.
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
their emotions and instincts rather than out of reason and logic. Only certain charismatic orcs, those who have been directly touched by the will and might of Gruumsh, have the capacity to control the
chosen by Ilneval and are groomed to serve as blades of Ilneval. These individuals are battle captains that follow the orders of the tribe’s chief, leading a portion of the tribe’s warriors into the thick
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
when they captured him. Sildar believes that Klarg sent the map and the dwarf to the chief of the Cragmaws at a place called Cragmaw Castle. Sildar doesn’t know where that might be, but he suggests
characters ask an NPC party member for advice or direction, remember that NPCs make mistakes too. An NPC won’t deliberately put himself or herself in harm’s way unless there’s a good reason to do so. An NPC
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
others await death at the hands of the drow or their pets. Regardless of what they might think of the adventurers — and each other — outside the slave pens, all the NPCs have good reason to cooperate in
from his people. Although Derendil behaves like the highborn prince he believes himself to be, he responds to stress — and particularly threats — like a quaggoth: violently tearing foes limb from limb
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
when they captured him. Sildar believes that Klarg sent the map and the dwarf to the chief of the Cragmaws at a place called Cragmaw Castle. Sildar doesn’t know where that might be, but he suggests
characters ask an NPC party member for advice or direction, remember that NPCs make mistakes too. An NPC won’t deliberately put himself or herself in harm’s way unless there’s a good reason to do so. An NPC
Compendium
- Sources->Dungeons & Dragons->Lost Mine of Phandelver
when they captured him. Sildar believes that Klarg sent the map and the dwarf to the chief of the Cragmaws at a place called Cragmaw Castle. Sildar doesn’t know where that might be, but he suggests
characters ask an NPC party member for advice or direction, remember that NPCs make mistakes too. An NPC won’t deliberately put himself or herself in harm’s way unless there’s a good reason to do so. An NPC
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
types of goblinoids coalesce into a host, this new societal and military arrangement fundamentally changes how virtually every individual behaves. Leaders in Word and Deed. Hobgoblins form the backbone of
give an order to a goblin chief, and that chief must leap to obey or, as is often the case, immediately yell orders for other goblins to do it. Goblins that are conscripted into a host resign
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
types of goblinoids coalesce into a host, this new societal and military arrangement fundamentally changes how virtually every individual behaves. Leaders in Word and Deed. Hobgoblins form the backbone of
give an order to a goblin chief, and that chief must leap to obey or, as is often the case, immediately yell orders for other goblins to do it. Goblins that are conscripted into a host resign
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
others await death at the hands of the drow or their pets. Regardless of what they might think of the adventurers — and each other — outside the slave pens, all the NPCs have good reason to cooperate in
from his people. Although Derendil behaves like the highborn prince he believes himself to be, he responds to stress — and particularly threats — like a quaggoth: violently tearing foes limb from limb
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
others await death at the hands of the drow or their pets. Regardless of what they might think of the adventurers — and each other — outside the slave pens, all the NPCs have good reason to cooperate in
from his people. Although Derendil behaves like the highborn prince he believes himself to be, he responds to stress — and particularly threats — like a quaggoth: violently tearing foes limb from limb
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
types of goblinoids coalesce into a host, this new societal and military arrangement fundamentally changes how virtually every individual behaves. Leaders in Word and Deed. Hobgoblins form the backbone of
give an order to a goblin chief, and that chief must leap to obey or, as is often the case, immediately yell orders for other goblins to do it. Goblins that are conscripted into a host resign
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
receives a cut of the pirate’s profits, some of which goes toward paying bonuses to her garrison to keep the soldiers happy. Although she’s a villain of sorts, Liara Portyr has no reason to be an enemy to
Emerald Enclave has expert guides stationed here as well. One of them, a druid named Qawasha (see “Finding a Guide”), comes highly recommended. The main reason adventurers have for visiting Fort
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
receives a cut of the pirate’s profits, some of which goes toward paying bonuses to her garrison to keep the soldiers happy. Although she’s a villain of sorts, Liara Portyr has no reason to be an enemy to
Emerald Enclave has expert guides stationed here as well. One of them, a druid named Qawasha (see “Finding a Guide”), comes highly recommended. The main reason adventurers have for visiting Fort
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
receives a cut of the pirate’s profits, some of which goes toward paying bonuses to her garrison to keep the soldiers happy. Although she’s a villain of sorts, Liara Portyr has no reason to be an enemy to
Emerald Enclave has expert guides stationed here as well. One of them, a druid named Qawasha (see “Finding a Guide”), comes highly recommended. The main reason adventurers have for visiting Fort
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
room, illuminated by four torches set in wall cressets, has been cleaned out to serve as quarters for four hill giants. If they survived or escaped the assault on the steading, Chief Nosnra and his
place has two cots, two heaps of skins, a trunk, a chain, a table, and two chests. Treasure. Ordinary hill giants carry 100 gp each but have no other treasure. The chief, if present, will have brought
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
room, illuminated by four torches set in wall cressets, has been cleaned out to serve as quarters for four hill giants. If they survived or escaped the assault on the steading, Chief Nosnra and his
place has two cots, two heaps of skins, a trunk, a chain, a table, and two chests. Treasure. Ordinary hill giants carry 100 gp each but have no other treasure. The chief, if present, will have brought






